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Core (shader): Difference between revisions

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==Shader Parameters==
==Shader Parameters==
{{MatParam|$corecolortexture|texture|The texture to use for the colors that get dynamically modified by the shader. The alpha channel of the <code>$corecolortexture</code> determines the translucency of the core.}}
{{MatParam|$corecolortexture|texture|The texture to use for the colors that get dynamically modified by the shader. The alpha channel of the <code>$corecolortexture</code> determines the translucency of the core.}}
{{MatParam|$corecolortextureframe|texture|The frame to start an animated <code>$corecolortexture</code> on.}}
{{MatParam|$corecolortextureframe|integer|The frame to start an animated <code>$corecolortexture</code> on.}}
{{MatParam|$normalmap|texture}}
{{MatParam|$normalmap|texture}}
{{MatParam|$dudvmap|texture|The pattern of refraction is defined by a normal map (DX9+) or DUDV map (DX8-). May be animated.|dx8=1}}
{{MatParam|$dudvmap|texture|The pattern of refraction is defined by a normal map (DX9+) or DUDV map (DX8-). May be animated.|dx8=1}}
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{{MatParam|$bumptransform|matrix|Transforms the bump map texture.
{{MatParam|$bumptransform|matrix|Transforms the bump map texture.
{{VMT UVtransform}}}}
{{VMT UVtransform}}}}
{{MatParam|[[$envmap]]|texture|Adds a cubemap reflection on top of the refraction.
{{MatParam|$envmap|texture|Adds a cubemap reflection on top of the refraction.
: {{note|Specular reflections for this shader will be drawn even if <code>mat_specular</code> is set to 0.}}}}
: {{note|Specular reflections for this shader will be drawn even if <code>mat_specular</code> is set to 0.}}}}
{{MatParam|$envmapframe|int|The frame to start an animated cubemap on.}}
{{MatParam|$envmapframe|int|The frame to start an animated cubemap on.}}
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{{MatParam|$refractamount|float|Controls the strength of the refraction by multiplying the normal map intensity.}}
{{MatParam|$refractamount|float|Controls the strength of the refraction by multiplying the normal map intensity.}}
{{MatParam|$refracttint|RGB matrix|Tints the color of the refraction.}}
{{MatParam|$refracttint|RGB matrix|Tints the color of the refraction.}}
{{MatParam|[[Flowmap|$flowmap]]|texture|Flowmap to scroll the normal map, which affects the refraction.}}
{{MatParam|$flowmap|texture|Flowmap to scroll the normal map, which affects the refraction.}}
{{MatParam|$flowmapframe|int|The frame to start an animated flowmap on.}}
{{MatParam|$flowmapframe|int|The frame to start an animated flowmap on.}}
{{MatParam|$flowmapscrollrate|vector2|The rate at which the normal map scrolls along the flowmap.}}
{{MatParam|$flowmapscrollrate|vector2|The rate at which the normal map scrolls along the flowmap.}}

Revision as of 09:38, 9 July 2024

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The Citadel Core, which uses this shader.

Core is a Pixel shader available in all Source Source games since Half-Life 2: Episode One Half-Life 2: Episode One. It is used to create a unstable, reflecting and refracting core of energy, used exclusively for the Core reactor in the Citadel in Episode One.

Note.pngNote:In order for this shader to work properly, it must be used with a prop_coreball at the position of (2688,12139,5170). This value is hardcoded into the shader.
Note.pngNote:This shader does not exist in engine branches after the Orange Box.

Shader Parameters

$corecolortexture $corecolortextureframe $normalmap $dudvmap $bumpframe $bumptransform $envmap $envmapframe $envmaptint $envmapcontrast $envmapsaturation $refractamount $refracttint $flowmap $flowmapframe $flowmapscrollrate $flowmaptexcoordoffset

Example

The Core material used in Episode One, materials/models/props_combine/core_sheet.vmt

"Core"
{
	"$normalmap" "Models/props_combine/core_normal"
	"$dudvmap"  "Models/props_combine/core_dudv"

	"$corecolortexture" "models/props_combine/corewarpcolor"
	"$flowmap" "models/props_combine/core_flow"

	"$model" 1
	"$REFRACTAmOUNT" "0.15"
	"$FLOWMAPSCROLLRATE" "[.0475 .133]"
//	"$envmap" "CustomCubeMaps/core"
	"$envmap" "env_cubemap"
	"$refracttint" "[0.7 0.7 0.6]"
	"$envmaptint" "[0.8 0.6 0.6]"
	"$FLOWMAPTEXCOORDOFFSET" "1.0"
	"$TempMin" 0
	"$TempMax" 1

	
	"core_dx70"
	{
		"$fallbackmaterial" "models/props_combine/coredx70"
	}

	"core_dx80"
	{
		"$normalmap" "dev/water_normal"
		"$dudvmap"  "dev/water_dudv"
		"$bumptransform" "center .5 .5 scale 5 5 rotate 0 translate 0 0"
		"$envmapcontrast" "1.0"
	}

	"Proxies"
	{

		"Sine"
		{
			"resultVar" "$FLOWMAPTEXCOORDOFFSET"
			"sineperiod" 4
			"sinemin" "$TempMin"
			"sinemax" "$TempMax"
		}
		"AnimatedTexture"
		{
			"animatedtexturevar" "$normalmap" 
			"animatedtextureframenumvar" "$bumpframe"
			"animatedtextureframerate" 29.00
		}
	}
}